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Showing posts with label Like a Dragon. Show all posts
Showing posts with label Like a Dragon. Show all posts

Saturday, 5 October 2024

Like a Dragon: Yakuza has me curious

 

The great conversion of video game properties to TV video has left many an interesting project in it's wake, arguably none more so than those that try to take something entirely stringent on it's interactive elements and create essentially new media with it. Borderlands is a first person shooter that briefly deluded itself into thinking it was a comedy franchise- but with more entries being tiresome exercises in humourlessness- that label is becoming harder to ratify with each passing day. Thus the movie really had hardly anything to work off at all- does that justify how boring the final product was? No. But I guess I can understand why Eli Roth got the project and went- yeah, I've got nothing to work with might as well half ass literally everything. People already don't respect the gaming space- giving out licences to Borderlands wasn't going to change that.

But what about 'Like a Dragon'? Well, that is honestly a franchise that has been very cinematic in it's long years, covering many of the tropes of romanticised crime fiction and imbuing a high octane bipolar attitude that can have you contemplating the erasure of the forgotten class by a supposedly confrontationally justice-centred society to a straight slug-match with a shark. Sometime ago this franchise might have made a decent movie, but by now it's transcended that medium entirely and has become as much about the video game exclusive diatribes into distracting minigames as it has been about the serious drama that rocks the narrative. To say that the new Like a Dragon series has me slightly on edge about what they propose to do to my favourite property is a bit of an understatement.

Of course there was a movie based on Like a Dragon years ago by a studio who seemed wholly invested in capturing the insanity of being a video game movie. With nonsensical shifts in pace, taking healing item breaks and presenting Majima as a megalomaniacal mass murderer- which was a very easy conceptual mistake to make before Yakuza 0 reframed him so masterfully. What we have today doesn't really feel all that interested in celebrating the medium as the franchise itself, which is fine on paper- but I wonder how much of the Like a Dragon property is infused with it's identity as a game- and consequentially- how much we can really get out of an adaptation that wantonly shirks those ties.

Now, we have ourselves a full trailer giving us what to expect with the full launch later this month and I'm not going to pretend that I'm fully impressed with everything I saw. On a production level the show appears to be decently budgeted- and solid enough with the gun-toting violence that I think we won't suffer 'violence withdrawals' as some feared. But does it feel like Yakuza? Not yet. There's a drab blue/green-wash tint over the footage that seems to share more in common with a melodramatic crime story than the colourful, seedy world of the franchise- wherein every square inch of land is secretly hiding some kind of lush underground wonderland of illegal activity. Kamaroucho alone should be home to a prostitution/fighting metropolis underneath the homeless-run park- do you get that impression from glimpsing this world?

And maybe that's the point they're going for right now. Like a Dragon is renowned for their intentionally bizarre balance between the ridiculous and the series that springs back and forth so suddenly the whiplash alone keeps your blood pumping. Maybe what this show wants to do is capture the essence of the realistic drama so acutely that when Majima goes careening into a soaphouse with a truck it blares out as even more insane and over the top- but I guess we'll not know until it's in front of us because that is not the experience they're selling right now. At the very least the show has explosions, so there's that.

What I'm most worried about at this moment is obviously the changes that are inevitable in any project like this. We know this is more than just an adaptation it's a reimagining- which means we won't be getting a one-to-one with all the characters and stories that we know- I don't even know if we'll be getting Kazama or Sunflower Orphanage. It kind of looks like Kiryu grew up watching street fighters and decided to become a Dragon based on that alone- and unless the trailer is hiding her completely it seems we're not getting Haruka- which is insane to me consideringly she is literally the single most important person in Kiryu's life- throughout nearly the entire franchise! Everything he chooses to do in his entire life is framed around Haruka- if she really is excluded this time around... whew- god knows what that means for our boy.

Then again I do love this world, love it's style, love it's characters, so many giving us an alternative look at the story of the ten billion yen would be exactly what we need to breath a new life into this done and dusted story. Whilst Kiryu is busy handing off his legacy to Ichiban, real-life Kiryu is stalking an entirely different path leading in a different direction. Heck, who even knows if this Kiryu is going to be a virtue-touting hero or a down-dirty Yakuza rocking his way through the underworld with something to prove? He certainly does seem a lot younger than we would expect Kiryu to be at this point in his career. It's just very unclear right now.

All of this is to say that I'm not exactly burning with anticipation for what I'm seeing right now, despite having been pretty open to the idea of an adaptation for this franchise dating back a while now. But I don't rightly know what a perfect adaptation of this series would look like, so I'm keeping an open mind that I can be proven wrong. This is what I like to call 'healthy skepticism' so that I don't build up hopes too high just in case this turns out to be another mid dud like Netflix's Avatar. At the very least- I think this will be a good show. Will it be a good 'Yakuza' show? Wait and see.

Wednesday, 18 September 2024

I'm happy that Yakuza wars in the next RGG game.

 

Ryu Ga Gotoku, better known as 'Yakuza', is one of my favourite video game franchises ever created- it's one of the most consistently quality processions of video games ever devised- and as a lover of consistency and greatness- yeah, Imma gravitate towards that. The drama, the humour, the characters, the set pieces, the worlds and the combat- everything has been refined to such an impeccable pinnacle that every new entry staggers the mind to think where they could improve their craft next. Their craft as system crafters, world designers, story tellers- there isn't a facet of RGG that fails to grow game after game and I just can't wait for the best of the best to show their face once again. But let me clue you in on a little something- I'm also so very tired.

Now I'll admit this is something of a me problem by definition- but I have spent the past few years playing and completing every single game in this franchise to such a degree that I can experience everything they have to offer and asses they against one another. With the exception of 'Three', for which I only endured the main story because that game controls like a drunk pensioner with two broken hips. That ain't no mean feat either- as opposed to some other franchise retrospectives I've done over the years, wherein the rule is typically 'small numbers of long games' or 'large number of small games'- pretty every single adventure in the RGG franchise of games is a 70+ hour adventure with the exception of the original 'Kawami' (A mere 50 hour) and 'Like a Dragon: Gaiden'. (A comparatively lean 40 hour) Their recent RPG games? 100+ hours both. 'Lost Judgement' and 'Ishin' scrap the 90 hour limit. That's a lot of game.

And I love these games, I absolute do. But sometimes you have to ween yourself away from the thing you love before it becomes something that you hate. Something you feel so often that it's ever familiar beat resonates a deep hatred instead of a familiar 'aww'. And to be honest- I was scratching that way with Infinite Wealth. I didn't like it as much as some of the other recent RGG games and I think the only reason why might be that bias- because everything substantive about the game was so admittedly steller. I still loved my time with it and consider the money well spent. (Except for the extra dungeon which should have just been rolled into the game.)  And if through shear overload I hated up despising the thing I love, I couldn't think of a more sad state to wallow in.

Which is why I got so very scared when rumours began to abound about a brand new Yakuza game being unveiled this very year- just a few months after the humongous 'Infinite Wealth' dropped. (The RGG output machines is friggin' insane!) To be fair there were rumblings about how this was going to be 'surprising' and 'unlike anything you expected', which might have meant a refreshing entry that didn't strike at my 'too much' nerve- but in my heart I knew it wasn't going to quite enough to free me of my discontent. And so I sat there terrified of what might occur- at which point another leak deflated all the air from the room. Worry not guys, it seems that the next title for the RGG franchise is 'Yakuza Wars'.

Now, ignoring the fact that this game's name blatantly disregards the unified naming convention that the games just started abiding to, a title like 'Yakuza Wars' really does strike up some interesting imagery- doesn't it? Maybe you'll think of sweeping strategy titles like 'Total War' which evoke control over massive heaps of units as that tactically traverse wide open battles that challenge composition, planning and reactionary decision making. But then you might think- hang on, isn't that just the Majima Construction minigame from Kiwami 2? Nah, I guess that was more 'base defence'... wait, no there was a 'Kiryu Clan' minigame in Yakuza 6 that was actually just a tactics game... so which direction does this one go? Neither, it's a mobile game.

Such words run the blood cold, don't they?  A 'mobile game'- is there anything more base, more beggarly, more disconsonant with the very soul of art and creation? Oh and you bet this title just stinks of Gatcha crap! Low quality Jpeg renders of popular characters mixed with absolute nobodies that have never been heard of in this franchise- you don't even need to see the thing in action because if you've played one of these 'collect a crew' style mobile games you've played them all. They a dime a dozen, carry no creativity and exist only to siphon funds out the pockets of the bevies of pocket gamers who don't invest in consoles, don't appreciate going on experiences and just want to waste a couple of minutes. It is a beautiful example of the "Sorry but we're closing our service" a year down the line, meta. And I have happy this is the next game.

I am happy because I feared whatever the next RGG game would be- I would lose my next month engrossed in it. I was afraid I would be hopelessly sucked into another all-consuming adventure whilst everything else I needed to do slipped helplessly into the wayside. I no longer need to fear because I won't be buying this game. Or downloading it for free, as the case may usually be. I don't want to play it, because it looks utterly unrecognisable as a Yakuza game. This is the equivalent of just releasing no Yakuza game, because everyone knows this isn't aimed at the cultivated audience. I fear this also won't earn a billion bucks like they're hoping for because the mobile market is saturated with identical trash- but I bet the company don't care either. This is lip service for investors, nothing more.

As for the real Like a Dragon that I care about? Well, I've still got the Amazon show coming very soon. That'll be worth a watch I'll bet. And beyond that? I really appreciate the space for the franchise to breath and I'll bet the developers do too. Todd Howard has himself a bit of a skewered reputation these days, with his words often used as a group spittoon for his many detractors but I think recently he poised a very solid bit of marketing wisdom. He said that he doesn't think it's bad for people to miss things, and I would agree having felt that very way when Mass Effect Andromeda dropped so soon after the franchise had laid itself to rest. Let me miss Like a Dragon for a little bit- and a couple years off could really do that. (I'm begging you, RGG!)

Thursday, 25 July 2024

Oh god: new Like a Dragon game announcement this September!

 

It should come as a surprise to no mortal man upon this world that you are currently reading the words of a Like a Dragon addict. I've played every one of their games, written exhaustively about each and every game. Dressed up as Kiryu Kazama to multiple comic cons. There's not a single part of this franchise I could obsess over more- and the fact that they even threw in a JoJo reference in Yakuza 0 is just the golden cream atop the glorious broth to me. But I will be the first to say that when I finally reached that (disappointing) final boss at the end of the DLC endgame dungeon in Like a Dragon: Infinite Wealth I breathed a sigh of relief for having reached the end of my journey for at least a year. I figured I could put to rest my fandom until 2025 and maybe catch up with the rest of the world for a time. Beat those Souls-likes I've always wanted to play. Go outside for a bit. And I have. And it's been nice.

But Sega want me back.

Of course I heard the movement that this franchise was bubbling up in the background- how could I not? I knew that Like a Dragon would be getting it's own series under the Amazon label and that would give me an excuse not to retire my cosplay just yet after Kiryu takes his back seat from the franchise- for which I am supremely grateful. And I even heard the coy conversations about what the next game might hold- how it will be 'a surprise' and the lofty, silly ideas I had about what that could even mean. But it seems I blotted out the part where all this movement means that any marketing team is going to make an announcement sooner rather than later. That's kinda how stuff like this works. I was a fool- and now I will suffer for my foolishness by soon having to slot in the next adventure in the Like a Dragon universe into my 'to play list'. There's goes my free time.

So indeed- this September at the Tokyo Games Show we will have the next instalment of the Like a Dragon franchise fed down our throats, willing or otherwise, and in that brief sliver of time between now and then my mind boggles at the possibilities. What could it be? All we have to go off of is that this is 'not what we're expecting', whatever that means. Well, actually I know kinda what it means in the macro sense. It means we won't yet be getting a follow up to the incredible Lost Judgement, which is a shame. And we're probably also not looking at Kiwami 3 (thank god) or a remake of Kenzan. This really might be another side sequel in the vein of Gaiden, which could go practically anywhere in the franchise.

But let me get a bit wild for a bit. So if I was to get crazy with a Like a Dragon game that I would never see coming being announced, I would perhaps look at a prequel game starring Nishkiyama. And yes, there already was one such game- but that PSP exclusive could hardly match up to the sheer power of modern day Like a Dragon so I'd assume they'd either make a new one or totally remake that game from scratch- even more so than the visual and engine overhaul they did with Ishin. And if I were to get more out there with it- wouldn't it be cool to go off with some of the characters we've lost upon the way? I may dislike Yakuza 3, but I can't pretend I'm not interested in what it was that Mine has gotten up to in the years since his education beatdown atop Millennium Tower- and given the fact he recently got an updated model in order to star as a face-swap in Ishin, maybe it's time our shirtless push-up boy received his own spin-off?

There's plenty of villains who have peeled off over the years but few really hit as strong as Mine did. With his world view shaped under the boot of an unforgiving upbringing and an inability to form meaningful relationships with those around him- don't you want to see what a man like him could become under different circumstances? Of course, that might be a little difficult to pull of considering this is a Like a Dragon game and Mine was last seen plunging off the side of Millennium Tower. But then... he was seen plunging off Millennium Tower- whilst dragging Richardson with him! The very same Richardson who is runs the Revolve Bar in Infinite Wealth! So... I mean he could be alive... don't see why not...

But let's get wild- we're talking about a game totally unexpected which could mean a totally different genre! And for that- well we might be looking at a fully fledged Like a Dragon Strategy game! There have already been a slate of strategy mini-games in some of their games, I don't consider a totally wild proposition out of the blue for a fully fledged game to give us a spin at commanding an army of Yakuza thugs. Or maybe a squad-based tactical game like X-Com? (I'm trying to think outside of the box here!) There could certainly be something to be said about commanding armies of Tojo in the war against the Omi, with classic franchise characters starring as guest hero units. Battling through the streets of various locations throughout the franchise. Maybe through the eyes of Daigo Dojima, the only character who never really get's a spotlight to himself throughout the franchise? 

And if I were to shoot for the moon? Well, I would expect for a totally alternative universe Like a Dragon game, in the same vein as Ishin where we have classic characters playing recognisable roles but as different characters- and for it to be sci-fi. I know- what? But imagine it- Cyberpunk a Dragon! Robot armed Kiryu Kazama! Or 'Like a Trek'- travelling through the stars and meeting aliens who are just characters throughout the franchise with different colour skin and bad ear prosthetics! I don't know- I'm just trying to think as 'outside of the box' as feasibly possible with this one! Maybe we'll get a fully fantasy game where we travel across a vast fantastical kingdom slaying some evil presence that has laid waste to the lands and- maybe it could be a Souls-like? Could you imagine?

Like a Dragon is just one of those franchises entirely unrestrained by the confines of genre or setting- and unlike many others in similar straits it never seems to lose it's identity in the chaos of it all. It's not like Call of Duty slowly diluting itself with bad crossovers or Fortnite burning out it's soul to become a marketing receptacle for all the world to urinate in. When you tell me to expect the unexpected there's just no limit to where my mind can go and I truly expect my wallet to cry out in agony at whatever chaos September has for us. So please go gentle on me, SEGA- I really would like a bit of freedom from this franchise for a bit. Maybe just until February? Come on, man!

Wednesday, 12 June 2024

The Dragon of Amazon

 Under the roiling cauldron of the pacific churns a ecliptic ziggurat. A ancient temple of prehistoric build buried beneath the destructive power of earth's primordial waves. That black temple stone sleeps, untouched by erosion, unbowed by Mother Nature's fury, impossible and non-Euclidian- it houses the unspeakable. The unwoken, the ever dreaming, the tyrant, the priest, the mountain, the fish man, the dawn and the twilight. His dreams are our nightmares, and his wake will be our sleep. Cosmic and alien, the God of Dreams waits, harrowing against the thin veil, clawing at the membrane of our psyche, leaking through the cracks, manifesting in our mania. And it is to him, Great Cthulhu, that I credit the recent announcement that Yakuza is getting a life action adaptation.

Because come on- what else am I supposed to believe? I've been bringing up how good of an idea this would be in blog after blog for years now, knowing well just how much brilliant stories and characters the world was missing out on thanks to the barrier to entry of the gaming world. This dreams, this longing, existed solely in my warped and peeling mind- until it didn't anymore! What am I supposed to believe, that Amazon reads this blog? Don't be foolish- 'twas the god king, obviously! In his neverending war to break beyond the waves and reclaim his foot on the head of all mankind, Cthulhu plucked that little gem from my mindscape and went "Oh, that's actually a pretty good idea! I'm going to just insert that in an Amazon exec's noggin' so when I rise there'll be a couple of seasons of the show to binge on!" He's a savvy one, that Cthulhu! Always planning ahead!

With this conflux of realities breaking down comes the apparent rapidly approaching adaptation of Yakuza 1's entire story within later this very year, under Amazon studios! Which would, of course, make this the second attempt to retell the beginning of Kazuma Kiryu's story- the first being a hilariously bizarre movie in which Majima walks around with a shotgun he uses to gun people down- (I suppose that was made back when Majima still flittered between being a good or bad guy) and wore an eyepatch on the wrong eye. But it did spawn that unforgettable image of Majima slyly peaking around the corner of a hallway using his blinded eye to spy on Kiryu and Haruka. (Classic.) Although I have to be honest, I'm not sure if this was the best start for a Yakuza series.

Back when Yakuza 0 was developed it did rest on the back of five Yakuza games before it in order to inform characters and direction, making it a prequel in the truest since balancing the weight of all that came after. But it was also a hail mary to try and score a western audience- which succeeded with gusto. Many people, including myself, were introduced to Yakuza through 0 and thus closely relate the majesty of that franchise with the quality of that original power house of a game and let me be clear- that is because 0 is an incredible introduction. None of that game is dependent on knowing who these characters are or what they will become. Foreshadowing is subtle character work delicately laying out the complexities of the iconic personalities these to-be heroes would adopt, and the overall narrative itself tells the origin of the series' most iconic landmark it returns to so often it even starred in the finale of Infinite Wealth earlier this year- Millennium Tower.

And that isn't even to mention the fact that Yakuza 0's story is, to be honest, actually a lot better than Yakuza 1's. That original was created back in a time when Yakuza was still finding it's identity and thus basing itself around the various rigors of romantic crime drama- in an almost cliché sense. You have the virtuous sacrifice, the 'protect the small girl' subplot, the betrayal, the surprise romance so cold I'll bet people were literally flashbanged by "I love you" in the final moments of the game. Yakuza 1 is a classic, no doubt- but 0 was a legend. Yakuza 0 broke all these characters down to their base most form and dragged them across a complex conspiracy that spanned across Asia and across generations, peppered with genuine slow burn romance, one emotionally shattering confrontation and enough cliffhanger plot-twists to break a gordian knot and worlds collided in a scrabble to seize what would eventually become the most important piece of real-estate in this entire franchise. That would be the way to start this new media journey, if Amazon were taking this serious.

We've already got ourselves a glimpse of our Kiryu's back, bearing a tattoo reminiscent of the classic dragon though slightly different, bringing to mind the most pressing question we should be asking about this adaptation- are we still going to do the one arm strip move? Afterall, how else are we going to demonstrate that tattoo? We can't have Kiryu rip his precious outfit, he needs to take that off in important and impactful moments- and will he perform the physics defining hand rip to pull it off? For that matter- what exact tone are the team looking to strike with this adaptation? Are we going to get ourselves a fun and light-hearted farce, or a serious and intense drama? Or will the showrunners be clever enough to know that in order to match the game franchise, they need to actually strike a balance of both?

An important point of note is the stipulation that 'Like a Dragon: Yakuza' is said to follow a 'loose' adaptation of the events of the first game, which may be their licence to trim the fat in a few areas- or to use the Yakuza franchise as a flesh-suit for the showrunners own failed storytelling ambitions as we've seen happen to 'The Rings of Power', 'The Witcher' and, regrettably, 'Avatar'. Ryoma Takeuchi is playing Kiryu, which means we'll have an actor of the right height at least, and he bares the name 'Ryoma'- so I guess they have to do an Ishin series if this thing makes it off the ground- I just can't shake the feeling he looks a little young for the role. (Which would have made him perfect to play 'Yakuza 0' Kiryu! Ah, I'm never going to shake this, am I?)

But enough misgivings. This is what I want. It's what I've always wanted. For Kiryu to finally shine on the screen in a medium he can genuinely be added to. None of these nowhere adaptations that have no possible ability to improve, or even match, the original- such as with cartoons like Avatar to live action versions of the same scenes, only slower and clunkier. Like a Dragon bases itself over an exaggerated reality which, if given a totally straight face, could elevate the source material in those special moments. Does that mean I want to see blue glowing auras and videogame stuff like that represented? I honestly don't know yet- and the fact that this series could literally go one of a hundred directions and still potentially prove faithful, as proven by the murder happy farce-fest of the movie- is just proof why this is the one video game adaptation that was meant to be.

Tuesday, 14 May 2024

'Lost Judgement' Review

 Why do we put so much value in truths if all they do is crush us?

The original Judgement felt like a breath of fresh air to the Yakuza franchise that I wasn't really aware that I needed until it arrived. Witty, thrilling, humanising, exciting- Tak's journey hit many of the notes that were no longer reachable with the immortal Kiryu, or Joryu, as the lead of this franchise- and playing on the, somewhat, right side of the law as a detective opened up a whole new bevy of gameplay opportunities as well as avenues for narrative exploration that RGG utilised to spectacular ends. But what would a sequel to that look like? Honestly, I found the satisfying personal journey of Tak to clear his own conscious for his past failings to be a gripping narrative hook that couldn't simply be recycled for a follow-up, and that worried me for wondering how I would come out my Lost Judgement experience.

From the outset Lost Judgement clearly focuses on smoothing out the seams between gameplay verticals. Tailing you target is no longer treated as a separate form of gameplay but a hidden style applied on the player that allows them to lean against cover or activate a limited 'be casual' button if you get spotted out in the open. (Which is a lifesaver on those long tails where you make that one mistake. Would have killed for something like that in the original!) There's even a new parkour mode which is applied similarly, and a stealth mode given just the same. It's a really smooth way of transitioning gameplay that speaks to the not-yet-latent ingenuity of RGG as developers. Even in the heights they haven't gotten lazy with success.

Along with these systemic improvement come gameplay ones. Crane is actually far more useable as class with faster combos and I think even an improved switching time. (Although switching times were never really a detriment to useability thanks to the slow-down effect they apply.) Dodge windows and perfect dodge effects are more impactful this time around, heightening the feedback of being that lithe ninja brawler- and the ability to literally fly for a full second before performing a gravity defying air strike literally never gets old. They turned Crane around from one of my least favourite styles to one I couldn't stop toying about with. And that isn't all the combat improvements.

Yagami now has three styles, four with DLC! The Snake Style is essentially Tanimura's misdirection style from Yakuza 4 but revised to be far more useable with powerful punishments. It also offers some of my favourite heat actions- the 'surrenders' wherein you threaten a frightened opponent with particularly close judo kicks until they literally feint out of fear. (Love it!) Then there's the boxer class which is pretty useless at the start, but once you start the boxing 'school story' quest line, which unlocks skills simultaneously with the combat style, you'll find it to be a surprisingly effective single target duel move-set with quick dodges and counters so effective they honestly outpace even Tiger style at their peak!

A new welcome edition to the combat is the 'Battle Rewards' system which provide Yagami with extra SP (level up points) if he meets certain milestones during each fight. Take out an opponent without getting hit, knock someone out with each style, use an EX action- stuff like that. Naturally these kind of incentives encourages players to change up how they play the game, find the strengths in all the different Styles and then be all the more equipped in the late game when you really do need to understand when to switch effectively. Those late game bosses really do put you through your paces in all the best ways! 

Lost Judgement begins at a much slower pace than the original, which you might recall practically threw the serial killer in your face from the word 'go'. Lost Judgement is more interested in weaving something of a web of mystery that pulls itself together with time, which results in a much different early game where, unlike in the original, I honestly had no clue what Yagami would be faced with on a character level. Some not small part of me even considered it to be a much weaker opening for that very reason, but in hindsight that same decision to dynamically pace the game as the story progresses proved very much to this story's benefit. Even if it does make this game feel twice as long as the original, at least to start with.

Bullying is actually the major hook to start with, as Tak is hired to investigate claims of harassment as an upper class prep school in Yokohama called Seiryro High. Couple that with a new gang of ex-Yakuza forming in Kamurocho and a seemingly impossible murder tucked in there for good measure and you'd be justified in wondering how all of this can come together in a sensible manner, let alone result in a conclusion as powerful as Yagami's return to lawyering at the climax of Judgement. But would you believe it, I think RGG do such an incredible job juggling all of these I might actually consider it better done than the Mole investigation, at least for how many plot points are juggled and how long the mysteries are allowed to unravel- as opposed to in Judgement where you kind of fell onto the core leads of the serial killing nearly immediately.

Outside of the investigation Lost Judgement of course presents a plethora of side activities, including a huge meta-game investigation known as 'School stories'. These are not just questlines, they all feature fully developed minigames for wildly different genres that have progression built into them and all bleed into something of a larger investigation for the MRC (Mystery Research Club) at Seiryo High. Yagami stumbles into the position of 'outside council' for the club and, through an investigation into the identity of the mysterious 'professor' who appears to be orchestrating the downfall of many Seiryo school mates, becomes embroiled in just about every club in the school! You'll go through about half-a-dozen fully developed minigames on this journey. And yeah, it's a lot!

Yakuza 5 was the last game in this franchise to leave me feeling seriously overwhelmed, but Lost Judgement has to take the cake- I honestly thought I would never finish this game for all the tasks this one side story dumps you with. I'm talking a rhythm-action dance minigame like Haruka for Yakuza 5's but much harder, a competitive biker-racing minigame, an entire boxing league, a robot-wars/ Splatoon hybrid- you spend so much time in this darn School you start forgetting that Yagami isn't actually a teacher. Although, with all the clubs he ends up juggling, and the genuinely heart-warming way he ends up guiding and uniting his wayward club charges, I honestly wonder if the future of this character is to enrol as an official teacher, at least part time. I would actually be interested to see how Yagami grows further in this otherwise side gig of his.

But would you believe that these huge school stories aren't the only large-scale side quest that Lost Judgement throws at you? You will also be expected to scour Yokohama and Kamaurcho hunting down Squirrel stencils that lead towards goodies tucked away in the open world requiring simple gadget utilisation in order to reach in a manner not a hundred miles away from Arkham Batman Riddler trophies. And then there is the extensive bugging questline that has you chasing after the 'Illegal detective agency' across town as their services infiltrate ever corner of daily life. Although School stories have the most cohesive narrative to them as well as quite possible the best laid out mystery in the entire Judgement series so far. I was genuinely impressed when I figured out who the culprit was for how naturally they managed to lay out all the clues over the course of the extended questline.

Covering all of this content is a lot less daunting with the new edition of the Skateboard, making travelling around the two maps a lot more feasible now you can ollie and jump kick through the streets! There's even an entire skateboarding metagame built into School stories! (Unfortunately it's one of weakest vectors of that questline.) The skateboard serves as a clever little edition to your travelling repertoire that makes the journeys not just fun but speedy- which is a life-saver in the huge Yokohama world space imported right of Yakuza 7. There's only so much Yen you spend hiring Taxi's day in and day out!

My initial worries regarding how the story would evolve upon Yagami proved to be wasted concerns, because whilst this may not be a personal narrative delving into Tak's past- what we get instead is an amazingly direct story that stab right at the heart of Tak's core convictions with his foil, an opponent with similar morals but contradictory convictions! It's the classic beautiful clash between exclusionary ideologies that bring erstwhile brothers to arms against one another, brought in this game under the banner of the nature of justice itself and, if I were to be so bold, of the role that the concept of 'Judgement' can play in the pursuit of absolution. I was totally gripped by the intensity of these debates as the lines between friend and foe constantly seemed smudged and the electrifying performances of the leads were dragged to the forefront to shine.

A narrative about school-age bullying had every right in the world to be fluffy and cringe-worthy after school special style trite: but RGG pull absolutely no punches bringing these matters to their absolute darkest extremes. Systemic abuse buried beneath conformist corruption, the utter extremes of self harm and even suicide, and the extents that ordinary people can be pushed to in extraordinary circumstances. This was a narrative I honestly found thrilling. Sure, perhaps the story does not pick up quite as quickly as Yakuza 0, what I consider to be the team at their writing best, but I wouldn't question the team's pacing choices for a moment in hindsight. Bringing children into the narrative as more than just bundles of sympathy points required care and consideration- which RGG brought in rare droves. (They didn't even have any school girls inappropriately crush after Tak like they absolutely would have done in literally any other Yakuza game. RGG were taking this one extremely seriously.)

When the fireworks start flying things truly shoot fully off the rails, thanks in no small part to what I'm going to executively call a fresh legendary villain for the Yakuza hall of fame- Soma. It is extremely difficult, at this point in the franchise, to give us a villain who is genuinely frightening- but the utterly cold Soma, with the way he calmy walks (walks!) into scenes and callously causes hell. He's not portrayed as some inhuman monster like Lao Gui, nor a braggadocious cartoon like Sadamoto. He is just efficient and empathy-free, quietly 'just' and subtly commanding. He is one of those villains with a bigger presence than his screen time, which makes the moments where he does show up all the more special. And don't get me started on that theme! I cannot get 'Viper' out of my head, it is simply supreme!

In the end the final fight is actually not all that consequential in the grand scheme of events like it typically is in an RGG game. There's no 'battle in front of a ticking time bomb' or 'duel to inherit the Dragon of Dojima'. That last battle, as excellently choregraphed and dynamic as it ultimately is, transcends the boundaries of 'winners' and 'losers'. Without slipping into pretentious babble let me just gush about how it is a fight of almost primal necessity, with either side representing utterly distinct shards of the conceptual that is 'Justice' clashing as their conflicting ideals must, in pursuit of a truth neither can confirm but both must believe in. It is art. Possibly my favourite finale in a RGG game. Sublime.

The Kaito Files DLC is more traditional RGG fair, only with a heavier player character in Kaito who seems to suddenly refer to himself as Gorilla all the time because the new translation team who took over for this DLC found that really funny for some concerning reason. That being said, it is by no means shoddy in it's execution. The files present what is something of a retelling of Yakuza 1 with a bit of Yakuza 5 mixed in there for good measure, as Kaito tracks down his lost love whilst accompanied by a child that he kind of extra-legally adopts. (Seriously, did Kiryu ever actually officially adopt Haruka? Could he have orchestrated the most successful kidnapping in history?)

Kaito is a supremely endearing side character for the Judgement games and these files prove he makes for a charming protagonist too, in that same sort of way that Ichiban is- a traditionally dense guy with the street smarts to make up for it. It's particularly cool to see Kaito stretch his detective muscles without Tak around and solve mysteries on his own, and though the mystery in question is rather obvious from the outset- (Particularly directly after experiencing the web that was Lost Judgement's main game.) I do take a bit of solace in the familiar. Sometimes you just want to pummel a completely unquestionably evil bad guy on a rooftop whilst flailing around with Kiryu's Beast style that the team have renamed to 'Tank' for some incomprehensible reason. (They wanted to call it 'Gorilla' style, didn't they?)

Last and extremely least, I might as well discuss RGG's continued attempt to make me lose my mind and commit a violence on myself. Lost Judgement's Amon is nowhere near as insane as Judgement's. He doesn't steal your phone, thank god! Do you know what he does do? The biggest crime any boss in any franchise can do. He heals. A lot. And he stun locks you so you cannot stop him from healing unless you stun lock him first. (Hint: two or three Warrior Onslaught's when he hits his second stage will get the dick.) Not impressed. And once more I scream unholy hatred at those who crossed every line of decency to bring that monster into this world. Thank you RGG, now get out of office.

Summary
I do think that Lost Judgement might cross the line in being too big just by a scant few mission chains. But if you are willing to overlook a bit of bloat (and as long as it's not Assassin's Creed Valhalla levels of bloat, I'm fine) then Lost Judgement might just be one of the best Like a Dragon series games ever made. Fantastic progression, balanced gameplay, a thrilling mystery, searingly contemplative core themes, a fantastic core cast, a series icon for a chief villain, ample amounts of side content and an entire Sega Master System emulator chucked in Yagami's office for the hell of it. And Sonic The Fighters in the arcade. They really did stuff this one full of everything. Of course this is a recommend, that pretty much comes standard with this entire franchise. (With the staunch exception of Yakuza 3.) And I'm willing to slap an A+ grade. Where it might have lost points for it's length, it won them back with the surprisingly worth-my-extra-time Kaito Files. And with that, the last seal is broken. Now my journey can finally begin- towards INFINITE WEALTH!

Tuesday, 23 April 2024

Judgement Review

Eyes like these can't see much. Can't tell an innocent man from a murderer.

As I came around to 'Like a Dragon: Ishin', I decided that if I wanted to speed up my journey to the front of the franchise, I would need to double us- thus was born the plan to play and review Ishin alongside this, Judgement- a game of quite some significance within the franchise. As 'Yakuza: Like a Dragon' indicated the series moving into RPGs going forward, Judgement was born to affirm the existence of action combat games into the near future, carrying on the direct legacy of Yakuza 6 but born in a different narrative body with a totally new protagonist. That of Takuya Yagami- detective on the mean streets of Kamaurcho. Little did I know that the murder mystery of Judgement would bear a curious mirror of the murder investigation that spurs on much of Ishin's plotline. Curious parallels, that. Totally accidental. (I wonder if I'll find similar parity with my next double-up: Lost Judgement and Like a Dragon: Gaiden.)

Placing us on the otheside of the law for the first time in this series, I'll admit to feeling slight trepidatious as to how RGG would handle a detective story- would they play it safe and rely on cliches? Would they make it too similar narratively to the Yakuza games to the point where the perspective change was made redundant? I should know better than now to hold concern over RGG's writing chops, fool that I am. For Judgement deftly tells a genuinely enthralling serial killer mystery wrapped with excellently interwoven character stakes that marry the drama of being at a knife's edge with the swelling rise of confronting your past and finding strength in your own most shameful failings. I come out and say it right away, I was enamoured with Judgement's plot from start to finish.

From the get-go the premise lays it on strong by presenting Yagami as relatively fresh-faced lawyer who won a case against the state. A little bit of real world trivia as to why this is such a big deal- Japan famously holds a 99% conviction rate. They don't hull you into the courtroom unless they've already got your ass fitted out for a jumpsuit. For Yagami to serve as one of the few, on a murder trial no less, lets you know exactly what you're dealing with when it comes to our protagonist. A defiant of the odds who pursues his vision of the truth relentlessly- even when all the world seems against him. And like any good story, this reflects cleanly in the adventure to come. Of course as any great drama goes, Yagami's victory soon turns into his greatest shame after an incident that shatters his self-belief and causes him to hang-up practicing law altogether in order to go off the beaten path and become a detective with his Ex-Yakuza friend, Kaito.

It's important to note that even when pried from the Yakuza main brand, Judgement is still intrinsically linked with the world that RGG spent decades spelling out throughout the franchise. Yagami's adoptive father is head of a third-tier family of the Tojo Clan, the dealings of the Yakuza are relevant throughout the plot. What we're really getting out of Judgement that is unique from a narrative point is both the view of a largely law-driven protagonist who believes in the sanctity of the justice system, and the fact that we're in the hands of a 'human' again. Which is to say, Kiryu is famously described as being not human. The things he does, beating up 100 thugs by himself in Yakuza 5, taking a leadpipe to the head and not flinching in Yakuza 6- they're inhuman feats of lunacy. Yagami, on the otherhand, actually suffers a concussion for the first time in this entire franchise. He often has to fight large crowds with his friends at his side, he runs away when outgunned. Yagami feels mortal, which reintroduces long lost dramatic tension to the danger in the story.

There's an endearing quality to Takuya's performance that is based in his somewhat aloof and charismatic carefree attitude I find somewhat reminiscent of one of my favourite RGG protagonists- Akiyama. The man is never without a sarcastic comment to bring down the tension, and his parenthesis comments he throws in now and then never fail to get a smile out of me. However Tak comes wrapped up with this earnest passion which flares up in the appropriate moments that can just be electric to watch- for those moments when you see the blazing conviction and feel not just his determination but also his humanity underneath. I think that was what made Nishikiyama's iconic Yakuza 0 speech a never-failing tear jerker, beyond the helplessness was the real human relatability of feeling lost and hollowed- that doesn't always have the chance to flare up with Tak, who naturally guards that otherwise fragile side of himself with a quip and hand-wave, but in those moments it does it connects like a gut punch. Genuinely fabulous!

The Detective's Kamurocho
Judgement feels like it has something to prove right off the bat, boasting ambitious cinematic angles of charred crime scenes and flashback narratives that simultaneously portray and link the investigation of 'The Mole' and the investigation of the case three years previously that marked such a turning point in Yagami's life. For the tale it tells of Tak's personal and outward redemption I would actually mark this as fundamentally better written and more investigative than 'LA Noire', Rockstar's own take on switching up to the otherside of the law to tell a story of deep flaws and grit. (Although I have a soft spot for both games, naturally.) 

Tak also boasts a noir-style narration of events where he'll have an internal comment on his observations as people talk, which range from actual insight to literally just stating the obvious as though you can't see it. This tool of bringing the player into his mind is ideal for selling for vision of being the detective who scours crime scenes for corroborating clues, compares characteristics to identify perps, tails people through the bustling streets and even leads the odd chase or two. RGG committed fully to the detective fantasy and it slides into the gameplay formula with a commendable smoothness. Of course, paying attention actually has some vague value within the game too, with investigations potentially revealing extra information that can unlock optional boosts to stats, or incorrect dialogue choices even rarely leading to otherwise avoidable fights.

Being not a street thug for the first time in the franchise, Takuya tends to try and minimise the damage he causes during combat. He'll still kick around enemies like ragdolls, but in the rare instance he nearly kicks a guy off a building, he'll rush to save him. A stark contrast to Kiryu who, you might remember in Yakuza 0, double drop kicks a guy out of a third floor toilet window and just assumes the guy survived it. This new approach also means Tak doesn't pick up a lot of the dropped weapons throughout the game, like knives and guns, and those he can pick up are usually tied to newly animated debilitating heat actions, rather than the old one where protagonists would literally try to carve people's head's in with crowbars and then claim moral superiority in the next scene.

Combat
In a return to action combat, Yagami plays much like Kiryu does with a basic set of combos spruced up by Heat Actions- Tak's form of combat is a sort of self-taught martial arts that focuses on fluidity and agility, allowing some of his action scenes to come across as a more exaggerated Jackie Chan movie. Tak also boast two distinct combat styles to switch between with various utilities. Tiger style is designed to focus on single targets whilst Crane is ostensibly designed for groups, although personally I found Tiger to mostly be what you use when you want to take a target down and Crane being the back-up for those times when you're surrounded and need to buy some room. Although Crane has this strangely sluggish activation window for it's basic combos that make it functionally useless in dire moments of being completely surrounded, essentially nullifying it's best use case. I mostly used Tiger throughout most of the game, consequently. 

New to this game, and hammering home that 'Tak is actually mortal' point is the Mortal Wounds system, which provides an extra kick to enemies charge-up special attacks which knocks off chunks of your full health in a semi-permanent manner. Essentially it's some kind of 'light wear and tear' system which necessitates Tak taking off time to visit a doctor here and there. Unfortunately that doctor charges and arm and a leg in the early game meaning that until you secure a decent revenue stream (of which this game has very few) or you'll do what I do and sail along several chapters with half your health bar blocked off. Honestly, sometimes it's better to just literally stand there and die when you catch a mortal wound rather than drag that around for the next ten hours of playtime.

Side cases
Just as with Akiyama in Yakuza 4, RGG wanted to really sell the daily life of a Kamurocho investigator, which means Tak's side stories are all about performing some detective work for his clients in all kinds of seemingly straightforward tasks that blossom into memorable adventures all of their own- just like in Yakuza. Maybe you'll start off by following a spouse someone suspects to be cheating, actually a lot of these stories start with that, only to find yourself wrapped up in a investigation of a love scam, or a third party blackmail or anything other than the most boring expected path. RGG never go for the obvious, and that's what makes their side quests the most entertaining in the industry!

Some of the most memorable standouts including the repeating exploration into the various perverts of the city that hound the streets in supervillain style get-ups and personas. Then there's the book publisher that needs you to solve quirky little logic puzzles in order to secure a lucrative publishing deal. Oh, and I can't forget the entire K-drama style tale of crime family legacy based around the wellbeing of a single cat. (That one leads to mid-air drone combat!) There's not a single iota of quality dropped in the wackiness of side content and it's great to see RGG at the top of their game once again, making you question literally who could come up with this stuff after every new wild diatribe.

Friends in need
New to Judgement, and adapted from the original Ishin, is the 'Friends' system- wherein Yagami will make friends with the people across the world that he investigates cases for and just meets randomly on the street. They can be just cashiers at the local convivence store, or celebrity chefs hanging outside one of their own restaurants for some reason. Yagami can interact with and build a steady rapport with them to the benefit of maxing out and becoming decent friends with them- perhaps narratively representing Tak reaching back out to a world which he largely shut himself off from those three years past. Although what exactly makes him start being friends with the entirety of Kamurocho now is anyone's guess. Most all friends carry a unique story you learn about them, and some even provide small benefits if you max out your rapport.

Some benefits are as little as dropping a few materials your way when you meet them, which can used in the new 'Extracts' power-up system that one friend presents you, and others will just greet you as you pass them on the street, filling up your Heat gauge. (Which is actually called 'EX' in this game but it functions exactly the same as Heat so we're just calling it Heat.) Some friends might even pledge to come to your aid in combat, and will show up during dynamic open world encounters to pledge their strength to you- which is quite the boon considering the actually huge gangs of thugs the game chucks your way in the latter hours of the game.

Around town
Of course, Judgement comes with own version of Kamurocho packed with new side activities to bring the world alive in that manner that just comes expected with RGG games these days. These range from courting various girlfriends through their dedicated storylines, dragging them across town to kill time and grow closer, to just playing House of the Dead. Oh yeah, they developed their very own House of the Dead clone and put it into this game as an arcade activity because at this point, why not? The only omission which strikes at my soul- Tak doesn't get to go to Karaoke. Maybe the big name actor who plays him was too self-conscious to embarrass himself in the recording booth- either way we missed out on a potential new slate of RGG karaoke classics. So sad.

The Prestige
As the mystery ticks on towards it's apex and the threads start to unravel, Judgement transitions to a position very familiar to Yakuza 7 players- positioning the protagonist in a place of absolute powerlessness in the face of their opponent. Typically not the direction that cat-and-mouse style noir stories end up veering, but great fodder for final act priority shifts. RGG are always skilled at taking traditionally non-exciting topics and transforming them into lynchpin matters of life and death, and Judgement's Alzheimer's Medication 'AD-9' is no exception; providing a impressively terrestrial and real-world framework to present something as surreal as a modern day serial killer who goes around collecting their victims eyes. (Hence the Japanese version of the game's name: 'Judge-Eyes'.) 

The final act is a intense and solid execution of every kind of action you want from a story like this, courtroom drama, emotional confrontations, race-against-the-clock moments and even a good old fist fight or eight. They even, much to my shock and surprise, managed to avoid doing the modern RGG thing of piling seven endings on top of one another before and after the credits to belabour the same point incessantly. (I finished Ishin first, so maybe I still had the extra ten minutes of story after the final fight of that game still sore in my brain.) I love a good book-end on character growth, and though Judgement might not surprise in that regard it does satisfy, to such a degree I wonder how it's sequel would carry that momentum going forward.

Amon
Last and very least I need to discuss this game's Amon, because of course they brought back the series-stable finale superboss. I think he's worth mentioning because Shin Amon might be one of the franchise's worst. Amon has always been an exercise in presenting the least balanced, most bull, frustrating boss fight that the team could come up with- but even I was blown away by the fact that this Amon has an opening move in his first phase where he takes your phone. Your only means of pausing and accessing your inventory? He takes that. And unlike when similar mechanics are introduced in Kingdom Hearts fights, you can't get that back! You have to finish that fight without being able to eat any of the healing items in the already limited inventory menu, and without being able to take a breather by pausing for a few seconds. All of that is without mentioning his second phase, an impromptu game of 'match the colour with your style' rounded out by a finale phase of 'switch quickly to the opposite style in order to break my damage shield but be prepared to switch back immediately because the stage is full of stun-locking beams that will lock and instantly kill you for being in a the wrong style for a second too long. Well done boss-developing team, you've outdone yourself and I hate you for it.

Summary
Judgement is mix of the familiar we love about RGG's Like a Dragon games mixed in with some fresh new twists which distinguish this spin-off franchise as something just unique enough to stand on it's own legs. It revives a otherwise long-lost human fragility to the characters and world that heightens the stakes when lives are actually placed on the line, and provides the standing leg from which to deliver heartfelt passionate performances that the game carves out the odd scene or two for at it's most climatic moments. It feels like a refresh button on the Like a Dragon formula just before it started to grow stale, and for effective detective gameplay placed atop the gripping narrative, I knock in an extra notch to the grade bringing my review score up to an A Grade. Of course with a recommendation for Like a Dragon fans, as well as a rogue encouragement for 'LA Noire' fans who were sad that game never got a sequel or sparked any game development trend. Judgement may feel different to the style of game that was going for, but there's a certain heart to it's systems that are undeniably reminiscent. I think you'll like what you play.

Monday, 22 April 2024

'Like a Dragon: Ishin' Review

History can't have two Sakamoto Ryomas.

'Like a Dragon: Ishin' marks the point where Yakuza was no more and the RGG franchise finally became the Like a Dragon series of games- just in time for the franchise to move away from being purely about Japan's Mafia. And it's also somewhat symbolic, given how the original stood as the final step on the original trajectory of the series, as a solely Japan-focused collection of games, before turning back and becoming the global phenom it is today. 'Yakuza: Ishin' was never given an English Translation, and fans assumed it never would as poor sales in the West seemed to indicate Yakuza had been totally forgotten. It was sometime after this game when one last effort was made for a simultaneous Western/Eastern release with full quality translations, almost as is to prove to themselves there was no point of trying any further. That follow up game would be Yakuza 0- and the rest was history.

With Ishin we are brought back to that turning point, remastered and re-released as part of the 'Like a Dragon brand' to bring all fans up to speed finally, after all this time. And for my part, it is a great release finally being up to see the game that birthed a song I knew only from a fanmade translation from a very dedicated Youtube channel for years. (Samurai Ondo- Majima's true masterpiece!) I held a lot of expectations coming around to 'the Samurai Yakuza' game, and in typical fashion for these games what I experienced was nothing like what I thought I would. It's safe to say that Ishin pretty much slapped me around, as a man who thought himself more than familiar enough with this franchise to breeze through another on his journey to series parity; but was it a slapping for the better or worse of my time with the game? Let's find that out together.

'Like a Dragon: Ishin' is a peculiar proposition, framing itself as a fictionalised historical effort borrowing actors and character models from across the wide series of Yakuza games and 'recasting' them, as it were, as famed historical characters. Kiryu Kazama, our beloved protagonist, is now Sakamoto Ryoma. Majima is Okita Soji, and Ryoma's sworn brother Takechi Hanpeita is predictably played by Nishikiya- wait, no? Takechi is played by Shibusawa? The most scheming of three villains of Yakuza 0? That's... an interesting choice. A fun little note you'll find is that whilst these characters and their respective actors are playing totally different people within the narrative, their personalities and abstract narrative roles are never too far away from their originals. Kiryu is every bit the incorruptible force of nature of Ryoma, Soji is a violent killing-machine with a madman's glee. Even with the recasting that 'Like a Dragon: Ishin' got over the original 'Yakuza: Ishin'; that philosophy stays true, so familiarity with the series, whilst not essential, provides some intrinsic idea of what you can expect from each character. (Which does not exactly speak wonder about Ryoma's burgeoning relationship with his sworn brother, huh.) 

Of all the times throughout the Samurai era of Japan that could have been chosen, Ishin picks a particularly interesting and not often adapted time- the coming of the outside world. Just as Red Dead Redemption revels around portraying the last gasps of the Wild West, Ishin settles itself in a period of great upheaval and change as the isolationist Japan is forcibly opened up to world of gunpowder and foreign might, which some might go so far as to call the end of the Samurai age. This is the aura that clings over the core of the central narrative, as the future of country is split between warring ideologies, as well as much of the sidestories, wherein radical xenophobia often clashes with progressive co-mingling with the new world. There's little point in dancing about it- RGG do an excellent job scaling up their dramatic narrative chops to the shifting futures of an entire nation- they make this 'historical epic' stuff look easy!

Gameplay
Given the time period, Ishin obviously does away with the series staple hand-to-hand styles that we've all come to know and love over the years... for the most part, there's still a basic brawler style. (It's just useless now.) Ishin marks the long awaited return of the 4 combat styles which we haven't seen since Kiwami 1- and I for one have yearned for that combat diversity ever since! Now we have the Swordsman for classic single-target katana duelling, Gunman for ranged dominance, Brawler for it's one crowd control ability and an entire slate of largely useless combos and Wild Dancer, for a sword-gun hybrid crowd slashing moveset that frankly feels insane to wield. And with that is rebirthed my interest in actually learning the intricacies of combat.

Of course, it's not as though newcomers to Ishin can get away with not learning each style inside and out! Ishin might just contain the most challenging combat the franchise has had to date, and I mean actual challenge this time, not that Yakuza 3 ever-blocking garbage which makes that game near unplayable. For the first time in a long time- players can't just spam the attack button and watch enemies collapse. There's a lot slower combat chops, parrying is not available from the start and even by the endgame you never really unlock any traditional parry options you might expect from a sword-based game. There's more of a balance to gameplay, reading which enemy is going to attack, dodging and knowing the right combo to best take advantage of the enemies blunder- before retreating to blocks and weaves for the next opportunity. Some have certainly found the challenge to be detrimental to the experience, but I found a uniquely extrinsic charm to mastering the more tactical challenge to combat, rather than just learning what combos look the best as I typically do with these games.

All of this leads into the new levelling system which, to be honest, is a bit complex for a Yakuza game. All styles level up separately, necessitating you to switch and train each separately, but you also have an 'overall' level to take account of too. Every time you level up a style you unlock a point that can spent in a radial skill tree full with new moves or significant damage/health boosts- but when you level up your overall level you unlock a 'training' point which can be spent in any style. However that training point can be swapped out for a more permanent 'style' point later, freeing up that training point to be spent elsewhere- which might be necessary given that there are only 25 style points per style and much closer to about 40-50 skills per style. Does that sound confusing? It is. But it does nail that feeling of progression which felt a little lost when the franchise stuck closer to 'auto levelling' from 3-5. I also much prefer it to the 'notches' system of Kiwami 2 and 6. (Maybe because it's close to 0's system. I am a 0 simp- confirmed.)

Going Feudal
It's important to note that Ishin is more of a Remaster than a Remake, in that it recreates the original game in substance with additions or revisions made atop of that. As such, much of the clunkiness in design of the original game has been carried over to this version practically untouched. The inelegant tutorial force-feeding you basic world interactions? It's there. The stifling claustrophobia of Tosa's world design, with buildings that inexplicably require a loading screen to enter. Hobbling about at a snails pace when damaged to a critical pace (modern games have made the hobble less cripplingly slow) and the fact that your health doesn't get reset to full if you die during a fight. If you enter a fight with no health, your retry will retain that deficit. Hell, the cutscene before each fight has been revived! Most of these could have been easily brushed past with the new engine, as demonstrated by every game released around this one- but I suppose when you're committed to faithfulness that includes all the warts and jagged edges.

I would be remiss not to note that despite these headaches and hang-ups, the Dragon engine does look absolutely gorgeous rendering pre-restoration Japan. The richness of character model skin in closeups, the refraction of godrays breaking over the rooftops, there is a richness to his world that imbues a visual warmness to feudal Japan. I actually really love the way the Dragon Engine compliments this world space, which is funny because I find modern Kamarucho a bit too glaring sometimes, with all the neon pulsing. This might just be the best looking Like a Dragon game I've played, and I'm not just saying that because we get to see Kiryu's naked buttcheaks in a sauna wrestling match. But... well... I'm not going to pretend like that isn't a contributing factor either!

Having a totally new city of Kyo to explore is a rare treat in the Like a Dragon world, providing us a host of totally new streets to become intimately familiar with as well as host of new world activities to keep us preoccupied. You can bet on Chicken races to score the big bucks, partake in cannon ball slicing, battle your way through the arena, (in probably it's most challenging iteration yet) learn to dance in the style of the Geisha, go fishing, partake in a horribly time ravishing farming minigame, play about with the cooking-mama style cooking minigame and of course, go Karaoke with the friends you make throughout the story. And there is much besides because of course, Like a Dragon is a dream-title for minigame lovers, as it always has been.

New to my eyes is the 'Friends' system, which is funny considering I was playing this title alongside Judgement which also features a 'Friends' system. Essentially you'll connect with people across Kyo that demand simple tasks of you, such as giving them a vegetable you've grown in your farm, in exchange for a bit of their 'friendship' bar filling. It seems like something of a prototype to the version coined in Judgement, and certainly the scale of how long it takes to max out some of these friendships veers straight into the realms of tedium- but it does create a sense of community with those you come across. Unfortunately, a lot of these characters are decidedly one-note, and so once again I remember the community of much smaller towns such as the cast of 'Yakuza 6' much more clearly and fondly. Still, it was interesting idea.

Coming to Kyo
The dramatic events which carry Ryoma around the shifting sands of Japan's most powerful are delightfully simple yet evocative. A revenge tale mixed with a murder mystery mixed with a spy thriller, where Ryoma spends much of his time under a false name surrounded by the members of the Shinsengumi, a elite team of ruthless mercenaries who famously spent much of their years chasing down an activist called 'Sakamoto Ryoma', creating a delightful aura of tension for much of the early story. RGG really are at their best when their characters are surrounded by others who allegiances are largely unclear, which becomes increasingly difficult to achieve in the core games as Kiryu comes to know literally all the most righteous people across Japan, so literally any new face in the story is inevitably destined to be the bad guy at some point. (Seriously, any new Tojo Clan face after Yakuza 2 is a 'surprise' villain in the final act.) It's great to see them play around with trust, again!

Of course, as you might have picked up on, names and identity are key themes for Ishin as well as the larger question of 'legacy' which hangs over the entire world like a knife when the future of the Japanese world is in the balance. Deciphering what is behind a name, what it means to reinvent oneself and even to live under a pseudonym- and the validity of the life lived therein, are all addressed and laid bare for the viewer to digest in that delightful Japanese manner of story writing. These near primordial ideals laid bare at the heart of the narrative help raise the narrative into something of an epic- even before you start rubbing shoulders with the literal lords of the land. All helping cement one of the most powerful stories RGG has ever told.  

Crafting
If there is one step that I think Ishin takes which verges on going too far into it's genre type, it was the Blacksmithing trees because wow- that was straight overwhelming. All your equipment in the game, swords, guns and armour (and special weapons which I never used because they don't contributed to any of the skill trees EXP) are splayed out in a tree of successive power for which you can collect materials and transform one blade into another and so and so forth. These weapons scale wildly in power and costs as you go along the tree, with some endgame blades practically trivialising combat for the cost of 100-200 Ryo- (Which is about four to five hours straight of grinding the farming minigame, for context.) and a slew of resources so rare you might just be farming the new dungeons for a week before you get enough 'Dragon Eyes' to power that sword to it's fullest.

There's even a 'slotting' feature right out of an ARPG, where you can earn exceedingly rare boost tokens (or dismantle much more common dropped equipment which contain the token you're looking for already slotted) and slot those boosts into your preferred equipment for a small fee, as well as a frankly inexplicable chance of failure. With how difficult it is to get these tokens in the first place, I really don't think there should be a 'failure' chance. (Particularly one that seems to pre-roll it's results so you have to really work to pull off a save scum.) Oh, and there's a system for upgrading the colour rarity of your swords in order to boost their base damage as well as the number of slots they have. If literally any other game got hold of these systems they would be microtransaction hellholes- under RGG they're just a eye-bulging amount content nicely asking for your heavy time investment.

General Cards
A somewhat new addition to Ishin are the battle cards which sit at the bottom corner of your screen at all times. Whilst they were around in the original, they existed purely for the dungeon diving metagame- here they've been expanded out to encompass nearly the entire game, and as such the whole world has been scaled around them. (So if you plan on playing some of the higher difficulties, it's pretty important to understand the things.) Battle cards are recruitable squad-mates that you can assign to each one of your styles in order to give them a small collection of passive stat boosts and potentially battle-changing active powers. For example, you may have a card that gives you a boost to attack charge speed, which you assign to your Swordman style, and when you activate that card you'll have an extreme 3 times damage boost for a brief few seconds.

Where these cards get somewhat controversial across the community is with some of the more... shall we say... ostentatious character cards with the sillier powers. You'll get a pet tiger which can summoned out of nowhere to do damage in a frankly too long animation, or maybe a card literally featuring Youtuber CohhCarnage that allows you to fire laser beams out of your hands. The most eye popping for me being the Nyanners card. Yes, the Vtuber Nyanners. It calls the lifeforce out of surrounding enemies in the form of little 2D cat heads that fly into you. In an otherwise grounded Samurai fiction-historical setting- these can be a little jarring. Personally I already know this as a franchise where protagonists glow blue and perform inhuman feats of violence that somehow never cause casualties, so I can reconcile this in my head; but I don't discredit those who think these abilities in particular go a little too far in breaking immersion.

Also, this is a strange one, a lot of the cards are broken. Ishin is already one of the least documented Like a Dragon games so good luck finding any feedback on your problems online, but from my testing there are quite a few fundamental design issues that have never been fixed. For one, when you unlock 'special moves' they can, maybe only for some, be accessed with the same trigger as the cards- meaning they'll be times you want to activate the card where you'll instead activate the frankly useless special abilities instead- typically opening you up for enemy punishment. And then some of the passives just don't work. It's hard to judge for some of the more background boosts like the 'increase charge speed', how do you even judge something like that? But the one which provides continuous healing based on how many sword cards are in your deck? Yeah, that broke in real time for me. When I first equipped that card it healed me three times for a mere 30 health and then never again for the rest of my playthrough. I think this system might have been a tad rushed.

Dungeons
As mercenaries for the Shinsengumi, it falls under the player's purview to sometimes... do their job. And in Ishin that comes in the way of the repackaged 'Bouncer Missions' from Kiwami 2, this time known as 'Dungeons'. These instance missions play out like 'missions' in 'Final Fantasy: Crisis Core' or 'Metal Gear Solid: Peace Walker' or any of those other Japanese games which make you suspect that the concept 'quantity over quality' floated about production once or twice. You charge through a gauntlet of encounters, topped off by a boss, and earn random loot from a pool listed on the mission screen. Slowly unlocking more encounters, in the same tile-sets, against slightly tougher enemies, and so on and so forth. At the very least, thanks to Ishin's genuinely difficult combat, it's a bit less utterly mind numbing than the 200 bouncer missions of Kiwami 2- but I wouldn't call it 'top tier content' either.

You really have to sink hours into this mode alone before actually interesting bosses start showing up near the tail-end of the Dungeons mission tree. Fights here are challenging, demanding decent gear, build consideration, resource planning and perhaps a bit of heat-action scumming too. You'll probably need to invest in the several style trainers for each individual style that exist throughout the game, because Ishin is a game made by madmen who kept throwing in content atop content. These are some of my favourite fight throughout the game that really push you to the brink without collapsing into the typical nonsensical degeneracy of an Amon fight. (I actually skipped Amon for this game, because I didn't even want to conceive how painful it would be. Also I couldn't be bothered to grind city quests to unlock him.) It's just a shame that you have to dedicate so much to get here, along with the fact that most of these quests award a total pittance by that stage in the game. 5 Ryo per 10-15 minute dungeon? I might as well just grind farming!

Shaping a Nation
The late game is stuffed with some of the most bizarre and epic moments I've ever experienced in an RGG title, alongside some of the most frustrating. Ryoma's naivety, inherited from his face-sake Kiryu, is headache inducing when he needs to be told of the same revelation five times from five different sources before he takes it as gospel. (Maybe it's because I was playing Judgement starring an actually competent detective at the same time, it just made all this meandering especially annoying.) But I love all the ways in which the team told the story of the Meji Restoration, without losing their trademark insane narrative twists tucked in there. (Showing off Takechi posing for that famous Sakamoto Ryoma photo that's even on his wiki page was a stroke of genius.) There are even some straight confusing moments for which no one has any explanation. Why does Takechi severely age for one scene and then go back to normal for the rest of the game? It plays out like that in the original too, for seemingly no comprehensible reason.

Also, it must be said that the fan-service of bringing so many iconic series faces together is really satisfying. Mine being a supremely important character vindicates those who fell in love with the man purely for his story and not because he performs shirtless pushups in most of his scenes. Kondo being Adachi is... genuinely hilarious to me for reasons I can't quite explain. (I guess seeing Adachi in a position of respect is so antithetical it's funny.) And most importantly, having Ryoma's love interest Oryo have her face changed to be Yuki is just perfect. Yuki is the character who always seemed like she would make a genuine partner for Kiryu if only it were meant to be. (which of course it couldn't be, given she was created for the prequel and added into the remakes of the original two games.) Finally bringing them together in this mash-up cross-over affair is supremely sweet in a manner I did not quite expect from the scary mob-game makers at RGG.

Most historical fictional tales tend to get lost nearer the end as they have to bow to the wake of genuine historical change, which in reality usually veers out of grasp of the handful of historical figures prominently featured. This would have been the case with Ishin too had they not done such an excellent job affixing a personal revenge/vindication plot atop the real world story- thus even making the arguably redundant final confrontation feel as climatic as it should. Plus, I should add points to the team for finding a giant tower atop which to host the finale in lieu of Millennium Tower- although I wouldn't have batted an eye if a portal opened up and warped us atop that building just for the finale, for future reference RGG. That finale was epic, and a worthy successor (or predecessor, as the case my be) to the brilliant Shibusawa showdown at the end of Yakuza 0 which I still hold as one the franchise's key defining moments. Although Ryoma does go on a bit in front of the Jingu stand-in at the end. (Started getting 'Metal Gear Solid 2' flashbacks for a bit there!)

Music
This marks one of those games worthy of a mention for it's musical contribution, not least of all because of the remixes of classic franchise tracks to woodwind instruments to fit the setting. I immediately flipped out and downloaded Katsura's theme when I realised it was literally just Akiyama's 'Affected Fight' given woodwinds and a hip-hop edge. Incredible! It's just a shame we don't get a 'Receive and Bite You' remix. Also, my hearing may be off but I'm pretty sure 'Pledge of Demon', which makes a triumphant return to the soundtrack, is literally completely unchanged from the original. I was listening out but I think the team literally just lifted it. Which I'm not complaining about mind, that original track is a banger- I just... thought they were doing something different with this soundtrack, you know?

Summary
'Like a Dragon: Ishin' is a peculiar game, carrying all of the shine and polish of modern Yakuza whilst held back by some of the design shortcomings of the original which it follows far too closely. Some of the gameplay changes are not implemented quite as well as they could be, and there is definitely a vastly distinct challenge wall here that series fans are in no way prepared for. However as the original Ishin was such a great game- that excellence rubs off on this 'Remake/Remaster'. Personally I actually love the idea of recasting everyone to reflect modern Yakuza whilst retaining some of the older classics and giving them updated models. (I know there are diehard Mine fans who did a backflip when they saw him brought to Dragon Engine glory.) Ishin is absolutely packed with content, some of it conceived with genuinely impressive depth- such as the crafting and levelling trees.

Ryoma's tale is one of the most impressive interwoven historical fiction I've been privy to across all gaming, sacrificing practically nothing from the personal stakes or the historical events to bring both into the limelight- and performances are typically top tier for the franchise- even as the game copies the original scene for scene for some reason. I do think that as a remake Ishin could have tried a lot more to smooth over the cracks of the original, but the package delivered is still solid enough to stand with the high quality bar that the Like a Dragon franchise has become emblematic of in recent years. Of course I recommend this game, with the warning to not approach it like your typical Yakuza title, and slap my happy A Grade atop the title for good measure. Yet another spectacular Samurai era game to throw atop the pile of Sekiro and Nioh and 'I hear' Rise of the Ronin and Ghost of Tsushima, reinforcing how well this era fits in the world of gaming. Can't wait for Assassin's Creed Red to come and break that streak!